Jedi Knight II: Jedi Outcast (PC) - 1:06:10 - David Spickermann
Speed run of Jedi Knight II: Jedi Outcast in 36 segments with levels kept together in each of 24 files, completed on May 22 2005.
Run time 1:14:48Producer David 'LLCoolDave' SpickermannAudio/Visual sound, color
So well, I decided to try to improve my Jedi Outcast run out of sheer boredom a while ago. I wanted to cut out some of the mistakes I made and include the shortcut in artus_mine that I found to be too difficult to do in my old run, when I found an email from Jason Feeney that I must have overseen before, and which was three weeks old by the time I read it. (And I guess that's the reason I never get a reply back after answering, sorry Jason) Not only did he mention Strafejumping, but he also advised me to use Thermal Detonators more frequently, which I did and saved a lot fo time with. To quote a part of the email: "I actually think you could easily shave 5 mins off your original time, possibly 10 with some real nasty speed tricks."
Turned out to be almost 24 Minutes that I saved, and ignoring the time spent in the save menu that was not part of the timing of the old run, I think I even saved more than 24 minutes, which equals a minute per level on avarage. The main difference is the already mentioned strafejumping, which, after long research in the depths of google turned out to be quite similar to bunny hopping. Being sceptical at first, I realized the hidden power in strafejumping. While in general it helped to get around faster, it also led to a few shortcuts, namely in the very first segment. I also tried to keep the actual goal of a speed run in mind and cut out many stupid mistakes and slow downs (there still are quite a few left, though) while lowering the amount of segments to 36.
Kejim_post: I remember thinking of this to be one of the best segments of my old run. Turns out to be the segment that had the biggest percentual improvement of over 60%. Using the power of strafejumping I can get enough speed to make it over on what was supposed to be a flat piece of canyon in the background. Only that it isn't anymore. It leads straight into the heart of the base, allowing me to save over 2 minutes on this segment.
Artus_mine: Strafejumping also made this shortcut a lot easier to take. Instead of taking the path through the base I take a long jump on the outer side of the canyon.
Artus_topside: I really love the mine jump near the end.
Yavin_temple: I managed to save around 15 seconds in this short segment. Strafejumping > you.
Yavin_trial: I didn't use force speed to demonstrate how fast strafejumping really is. I think you can go around 1.5 times the usual speed without forcejump and around 2.1 times the usual running speed with forcejump level 3. In any case, you do not need force speed in this level, but it's impossible to not pick it up, unfortunately =/
Bespin_undercity: For some weird reason, the first Reborn you face seems to be immune to force powers.
Bespin_streets: The "shortcut" I take after the save isn't much of a shortcut, it saves a few seconds, if at all. It's just a demonstration of getting to a place you're not supposed to be, and they did very well preventing it, just not good enough.
Cairn_bay: BANZAI! Well, yeah, that's the best way to describe climbing a wall in a room filled with potentially dangerous and cruel stormtroopers. I'm surprised I made it through. The first elevator in the final room(s) seems to be scripted, though I'm not sure when it starts. However, I never got to it when it was not in the place it is in the run.
Cairn_assembly: The Thermal Detonators are an awesome tool for killing reborn. However, they seem to start pushing them back from this point on, so what's a good counter? Push them over so they can't react. Works quite well, as you can see.
Cairn_reactor: One of the worst levels, to play and to speedrun. There's some good strafejumping in the "spinning heated rings with wings sticking out"-room and in the following great pit room, the later saving about 30 seconds.
Cairn_dock1: I didn't manage to recreate the Force Push of Doom from my old run, but I think the death I chose for the dark trooper was good as well. I also slightly changed the placement of the mines, giving a higher level of security on my end. As you can see in the Bloopers video, it's still not a surefire way to keep the imperials from reaching the alarm pad...
Doom_shields: I'd like to use this place to complain about that &/§%/($)%/& crappy and fucked up zero gravity engine... It's almost impossible to steer, let alone do it fast =(
Yavin_swamp & Yavin_canyon: Wide, open area + Forcejump 3 + Strafejumping = wee
Yavin_courtyard: Turns out I was wrong about the missile being time based. It's either one of the two reborns dieing, or getting rid of both. The Dark Trooper is not involved. In either case, I'd like to thank Quesi for the hint of using the lunge. It seems to take out reborn and even dark troopers really fast and reliably.